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AoS Escalation - 700/1100/1500

Discussion in 'Seraphon Army Lists' started by Ritual, Mar 13, 2017.

  1. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    He definitely has some big things that hit hard, a turret thing that shoots lightning lazers and can blow itself up, and some sniper dudes who he overcharges all the time that do loads of damage.

    Lots of big damage targets to take out, at least...
     
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  2. Bowser
    Slann

    Bowser Third Spawning

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    Okay, well use the chameleons to take down the lightning, the bastiladon should shoot out the guns and make them panic. When the friends pop up you're in trouble. You won't be able to out shoot them, so hopefully you can get them in combat and outnumber them.
     
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  3. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    I've played him a few times with varying points and he always goes for the Starpriest first, so at least I should be able to draw him out with that if I play my cards right.
     
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  4. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    Need 3 battlelines for the 1100 point list, so playing with some ideas for this still.
     
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  5. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    Considering something like this:

    Allegiance: Seraphon

    Leaders
    Skink Priest (100)
    - Priestly Trappings
    Skink Starpriest (100)
    Saurus Scar-Veteran on Cold One (100)
    - General

    Battleline
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    10 x Skinks (80)
    - Boltspitters & Star Bucklers
    5 x Saurus Guard (100)
    - Seraphon Battleline
    5 x Saurus Knights (120)
    - Lances
    - Seraphon Battleline

    Units
    5 x Chameleon Skinks (120)

    Behemoths
    Bastiladon (300)

    Total: 1100/1100

    Priest and Starpriest hang with the Guard and Bastiladon and try to coax in his underground stuff - this makes a reasonably strong little defence unit.

    The Scar Vet and Knights go on a little cruise and try to avoid the big smacky things.

    Chamo skinks try to snipe a hero. Skinks head for some cover and try to do some shooting as well.
     
  6. Ritual
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    Ritual Well-Known Member

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    Downside to that list: No carno.
     
  7. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    Killed about 500 points of his team before I lost the Bastiladon and then everything crumbled.

    I just can't beat his shooting... So much, he over charges or does something mad and his gattling guns were doing like 4d6 shots each and tearing me apart.

    Guards did okay but crumbled to mortal wounds so quickly. Though 2+ save with rerolls was fun.

    Not sure where to go next against these rat bastards.

    Might try and add more chamos and sneak a couple of assassins in to take out the Heros and casters. Sigh
     
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  8. Aphotic
    Saurus

    Aphotic Active Member

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    Didn't catch the rerollable 2+ save on the Guards. I mean, I know how to get the 2+ but need to find out the rule for rerollables too! Sounds very tanky. Minus the mortal wounds, that's unfortunate.

    Looking forward to seeing more updates.
     
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  9. Ritual
    Skar-Veteran

    Ritual Well-Known Member

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    I think I have decided my biggest issue against the Skaven so far has been not being offensive enough. I need to get everything right up in his grill as quickly as possible to negate the shooting damage he does.

    Thinking of taking this and getting right up in his face...

    Saurus Oldblood on Carnosaur
    Saurus Scar-Veteran on Cold One
    Saurus Scar-Veteran on Cold One
    Saurus Scar-Veteran on Cold One

    Saurus Knights x 5
    Saurus Knights x 5
    Saurus Knights x 5

    Bloodclaw Starhost

    Comes in at 1080 and should be pretty brutal if I can get in range of him quick enough. Problem would be him shooting out the knights before I could get them charged, as they're kind squishy.
     
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